Update raylib binding.
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raylib
2
raylib
@ -1 +1 @@
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Subproject commit 79d63e6ca1a1fa3b9e5e8647c522157e616f023f
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Subproject commit 41192c6d4a66b45017af3a285ba3b6a7835b5989
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@ -78,23 +78,23 @@ ffi.cdef [[
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int format;
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} Image;
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typedef struct Texture2D {
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typedef struct Texture {
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unsigned int id;
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int width;
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int height;
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int mipmaps;
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int format;
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} Texture2D;
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typedef Texture2D Texture;
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typedef Texture2D TextureCubemap;
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} Texture;
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typedef Texture Texture2D;
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typedef Texture TextureCubemap;
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typedef struct RenderTexture2D {
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typedef struct RenderTexture {
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unsigned int id;
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Texture texture;
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Texture depth;
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} RenderTexture2D;
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} RenderTexture;
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typedef RenderTexture2D RenderTexture;
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typedef RenderTexture RenderTexture2D;
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typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
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@ -128,7 +128,7 @@ Vector2 GetMousePosition(void)
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void SetMousePosition(int x, int y)
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void SetMouseOffset(int offsetX, int offsetY)
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void SetMouseScale(float scaleX, float scaleY)
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int GetMouseWheelMove(void)
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float GetMouseWheelMove(void)
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int GetTouchX(void)
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int GetTouchY(void)
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Vector2 GetTouchPosition(int index)
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@ -375,6 +375,7 @@ Texture2D GetShapesTexture(void)
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Rectangle GetShapesTextureRec(void)
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void SetShapesTexture(Texture2D texture, Rectangle source)
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int GetShaderLocation(Shader shader, const char *uniformName)
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int GetShaderLocationAttrib(Shader shader, const char *attribName)
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void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
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void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
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@ -18,6 +18,7 @@ Vector2 Vector2Negate(Vector2 v)
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Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
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Vector2 Vector2Normalize(Vector2 v)
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Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
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Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
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Vector2 Vector2Rotate(Vector2 v, float degs)
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Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
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Vector3 Vector3Zero(void)
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@ -64,5 +64,6 @@ void rlUnloadFramebuffer(unsigned int id)
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void rlLoadMesh(Mesh *mesh, bool dynamic)
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void rlUpdateMesh(Mesh mesh, int buffer, int num)
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void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index)
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void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count)
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void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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void rlUnloadMesh(Mesh mesh)
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